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Merge branch 'develop-Mix4BEtest' into develop-Mix4ECpack
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CrimRecya committed Feb 13, 2025
2 parents a92ef1d + 861e6d3 commit 35df5d5
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1 change: 1 addition & 0 deletions CREDITS.md
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Expand Up @@ -352,6 +352,7 @@ This page lists all the individual contributions to the project by their author.
- Disguised units not using the correct palette if target has custom palette bugfix
- Tunnel/Walk/Mech locomotor being stuck when moving too fast bugfix
- Assign Super Weapon cameo to any sidebar tab
- Fix impassable invisible barrier created by chronosphere on uncrushable unit.
- Exclusive SuperWeapon Sidebar
- **Apollo** - Translucent SHP drawing patches
- **ststl**
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2 changes: 2 additions & 0 deletions README.md
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Expand Up @@ -54,6 +54,8 @@ Documentation
-------------

- [Official docs](https://phobos.readthedocs.io) (also available in [Chinese](https://phobos.readthedocs.io/zh_CN/latest))
- [Community Chinese docs](https://docs.qq.com/doc/p/dc3da1ce39a6e787b6e133f7d33d6aebef581cb4)
- Because the Chinese translation of the official docs is currently underdeveloped, at the time it is recommended to use the community docs for Chinese users.

You can switch between versions (displays latest develop nightly version by default) in the bottom right corner, as well as download a PDF version.

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1 change: 1 addition & 0 deletions docs/Fixed-or-Improved-Logics.md
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Expand Up @@ -197,6 +197,7 @@ This page describes all ingame logics that are fixed or improved in Phobos witho
- Allowed `AuxBuilding` to count building upgrades.
- Fix the bug that parasite will vanish if it missed its target when its previous cell is occupied.
- Prevent the units with locomotors that cause problems from entering the tank bunker.
- Fix an issue where a unit will leave an impassable invisible barrier in its original position when it is teleported by ChronoSphere onto an uncrushable unit and self destruct.

## Fixes / interactions with other extensions

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1 change: 1 addition & 0 deletions docs/Whats-New.md
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Expand Up @@ -372,6 +372,7 @@ Vanilla fixes:
- Aircraft will now behave as expected according to it's `MovementZone` and `SpeedType` when moving onto different surfaces. In particular, this fixes erratic behavior when vanilla aircraft is ordered to move onto water surface and instead the movement order changes to a shore nearby (by CrimRecya)
- Fix the bug that parasite will vanish if it missed its target when its previous cell is occupied (by 航味麻酱)
- Prevent the units with locomotors that cause problems from entering the tank bunker (by TaranDahl)
- Fix an issue where a unit will leave an impassable invisible barrier in its original position when it is teleported by ChronoSphere onto an uncrushable unit and self destruct (by NetsuNegi)
- Units are now unable to kick out from a factory that is in construction process, and will not always stuck in the factory (by CrimRecya & TaranDahl)
- Observer sidebar in skirmish game mode (by CrimRecya)

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15 changes: 15 additions & 0 deletions src/Misc/Hooks.BugFixes.cpp
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Expand Up @@ -1143,6 +1143,21 @@ DEFINE_HOOK(0x743664, UnitClass_ReadFromINI_Follower3, 0x6)

#pragma endregion

#pragma region TeleportLocomotionOccupationFix

DEFINE_HOOK(0x71872C, TeleportLocomotionClass_MakeRoom_OccupationFix, 0x9)
{
enum { SkipMarkOccupation = 0x71878F };

GET(const LocomotionClass* const, pLoco, EBP);

const auto pFoot = pLoco->LinkedTo;

return (pFoot && pFoot->IsAlive && pFoot->Health > 0 && !pFoot->IsSinking) ? 0 : SkipMarkOccupation;
}

#pragma endregion

#pragma region StopEventFix

DEFINE_HOOK(0x4C75DA, EventClass_RespondToEvent_Stop, 0x6)
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